/****************************************************************************
 * Copyright (c) 2017 liangxie
 * 
 * http://qframework.io
 * https://github.com/liangxiegame/QFramework
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ****************************************************************************/

namespace QF
{
    using UnityEngine;

    public abstract class MonoSingleton<T> : MonoBehaviour, ISingleton where T : MonoSingleton<T>
    {
        protected static T mInstance = null;

        public static T Instance
        {
            get
            {
                if (mInstance == null)
                {
                    mInstance = MonoSingletonCreator.CreateMonoSingleton<T>();
                }

                return mInstance;
            }
        }

        public virtual void OnSingletonInit()
        {
        }
        public virtual void Dispose()
        {
            if (MonoSingletonCreator.IsUnitTestMode)
            {
                var curTrans = transform;
                do
                {
                    var parent = curTrans.parent;
                    DestroyImmediate(curTrans.gameObject);
                    curTrans = parent;
                } while (curTrans != null);

                mInstance = null;
            }
            else
            {
                Destroy(gameObject);
            }
        }

        protected virtual void OnDestroy()
        {
            mInstance = null;
        }
    }
}